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Thread: *Official* Daily Mission Bug reports

  1. #361
    not really a bug, but a minor inconvenience.
    http://img259.imageshack.us/img259/9558/71186896.png

    then again, I should have read the mission description entirely before returning to the alien mission agency :s
    either way, I think the teleporter should allow for transportation to APF if you have a "return to" mission
    Last edited by Xyphos; Dec 5th, 2010 at 06:05:46.
    "When life knocks you on your butt, you have to get back up and punch it in the face." --DJ Ashval of GSP

    Nullified "Bitbucket" Deadcode - 220/25 Neut NanoMage Engi
    Bits10 - 150/14 Clan Opifex Trader

  2. #362
    Dialog from Spaced Out AI dailly mission:
    Trgeorge: I found something that may help us.
    He looks at you hopefully.
    Carl Gruesbeck: What is it? Will it kill us all?
    I'm not sure how something that "would kill us all" would be helpfull. But if poor guy is so desperate that he considers death as a form of salvation, please make him attackable.
    "War may be Hell....but it's good for business!"
    -The Association for Merchants,Manufacturers, and Morticians

    [Kintaii]: Dude, I *am* weird
    [Kintaii]: I came to accept this many years ago and am much happier for it. XD
    [Kintaii]: Besides - I work on *AO*. That right there is proof of my oddness.

  3. #363
    In Terminate Cocoons (at least) some of the Kyr'Ozch Specialists and Alien Defense Turrets don't give axp. You get system msg like "You gained 2208 new Alien Experience Points.", but that axp isn't added to your amount of total axp.
    "War may be Hell....but it's good for business!"
    -The Association for Merchants,Manufacturers, and Morticians

    [Kintaii]: Dude, I *am* weird
    [Kintaii]: I came to accept this many years ago and am much happier for it. XD
    [Kintaii]: Besides - I work on *AO*. That right there is proof of my oddness.

  4. #364
    Quote Originally Posted by Trgeorge View Post
    In Terminate Cocoons (at least) some of the Kyr'Ozch Specialists and Alien Defense Turrets don't give axp. You get system msg like "You gained 2208 new Alien Experience Points.", but that axp isn't added to your amount of total axp.
    I made a point to look at the last three digits of my current AXP value the last time I did this one. After each and every kill it changed.

  5. #365

  6. #366
    Enigma Dogs.
    Last 3 times I've been out there there was not a dog to be found anywhere, despite searching the whole half of the playfield they're supposed to be in - ran into several others also seeking them with no luck. The first few times I did it I had no issues finding them at the mission marker location, so I don't know what the problem is, but it's annoying.

  7. #367
    Some people kill the balls and the dogs, presumably for xp. I've been there and seen their little corpses littering the ground
    Looked like the work of an NT.
    Damn them.

  8. #368
    Quote Originally Posted by IonButterfly View Post
    Some people kill the balls and the dogs, presumably for xp. I've been there and seen their little corpses littering the ground
    Looked like the work of an NT.
    Damn them.
    Ugh, that would explain it perhaps. Maybe making them respawn faster would work. Or just make their 50K nuke work on people who attack them.

    Oh, and the Mantis Hive daily - spawn rate on the queen seriously needs to be quicker. Nothing like waiting a good hour with nothing to do because someone killed queen just before you got there....

  9. #369
    Quote Originally Posted by IonButterfly View Post
    Some people kill the balls and the dogs, presumably for xp.
    That seems like an uncommonly stupid way to get xp. My bet is on someone just nuking all the dogs to deliberately grief ppl trying to get dailies done (likely one of the forum campers who constantly whine about dailies being "too easy").

  10. #370
    Quote Originally Posted by Trgeorge View Post
    In Terminate Cocoons (at least) some of the Kyr'Ozch Specialists and Alien Defense Turrets don't give axp. You get system msg like "You gained 2208 new Alien Experience Points.", but that axp isn't added to your amount of total axp.
    I've sometimes found grey mobs in alien dailies, at least at 220. I expect those would give 1 axp only.

  11. #371
    On my level 51 enforcer, which has dual nervejolters, decent symbs, and a full set of QL75 Ofab, I got a mission to collect cyborg parts (Infiltration Preparation), with the assurance in the mission description that the cyborgs in Tir County were appropriate to my level.

    It's an assessment I disagree with. I was able to barely kill one level 70ish cyborg, then needed to heal up - something I wouldn't have been able to do without my ridiculous HP. I killed two more before getting attacked by two at once, and it of course killed me.

    Luckily, the stuff is yesdrop, so I could farm it on a higher alt, but newer players don't have that luxury.
    Quote Originally Posted by kesh View Post
    I heard black troxes have a huge nothing.
    Berinda: Assault rifle

    Wenona: SMG

  12. #372
    OK, so I've established now how the level ranges are set and I think the answer explains many of the issues people are talking about here. Note though, as far as I can tell, the level ranges have always been like this for alien dailies, since at least 18.03. This isn't directly connected to the 195+ changes in this patch cycle... but the increase in high level mission difficulty is heightened strongly by the level range effect.

    Level Range System

    Players from level 1-10 will see mobs in alien missions of level 3-7. Players from level 11-20 will see mobs in instanced alien daily missions of level 13-17. Players of level 21-30 will see mobs in alien missions of level 23-27 etc. (I've made a table below of all level ranges). The exception is that at 220, players will see mobs of level 228-232.

    What you'll notice is that if you're at the bottom end of one of the 10 level blocks of player levels, then you'll get mobs from 2 to 6 levels above your own level. But if you're at the top end of the player level range, then you'll get mobs from 2 to 6 levels below your own level. That means that the difficulty of the missions varies very widely depending upon where you are in that player level range.

    In particular, Berinda's level 51 Enforcer would have seen a massive change when she last dinged. At level 50, she'd have had mobs from level 43-47... so easily manageable. But when she dinged 51, they suddenly turn into mobs of 53-57... so she changes from the easiest missions being level 43 before dinging to the toughest being level 57 after dinging. At best she saw a jump on her daily, from level 47 to level 53 - which is still a very significant jump.

    It also explains some of the variance between people's experiences. For example, I'd tested with levels 50, 175, 207, 219 and 220... so I hadn't tested with a character in the low end of the 10 level block... though the 220 character had seen much higher mission mob levels of course.

    Analysis

    Clearly the level ranges need to be more granular. But there is a softening influence on all of this, which is that in lower level ranges, you'll often be dinging faster than you can really see the changes - because the missions are always at least 18 hours apart. As your character levelling speed slows though, the effects of the sudden jumps when you get to an XX1 level number will become more marked.

    The optimum situation would be that the level range is based directly on the level of the character... that is, that a player would always see mobs from 2 levels below his own level, to 2 levels above. I've been unable to think of a rationale for having the '10 level block' approach to mission QL setting... but I'm thinking there must have been one, since the devs obviously made the decision for some reason.

    I do think that there is reasoning behind the 220 missions being much higher level. Players at 220 will be getting into end-game equipment and indeed there is a rash of very powerful top level nanos/weapons with level 220 requirements on them. 220 players should be much stronger. Also, the 220 content needs to stretch over a longer time and a generally wider power increase as end-game gear is delivered. Finally... most players should already have most of their AI levels by 220.

    Suggestions

    I've given feedback to FC through test channels, that the optimum solution is to base mission level directly on player level as above. But at the very least, the granularity should match the range. That is, since you get mission QLs across a 5 level range, then it should at least be set every 5 levels instead of being set every 10 levels.

    That is: level 1-5 players would get level 1-5 missions. level 6-10 players would get level 6-10 missions etc.

    Table of Alien Daily Mission Levels

    Code:
    =========================================
    |   Player Level    |    Mission Mob    |
    |                   |       Level       |
    =========================================
    |                   |                   |
    |      1 - 10       |       3 - 7       |
    |                   |                   |
    |     11 - 20       |      13 - 17      |
    |                   |                   |
    |     21 - 30       |      23 - 27      |
    |                   |                   |
    |     31 - 40       |      33 - 37      |
    |                   |                   |
    |     41 - 50       |      43 - 47      |
    |                   |                   |
    |     51 - 60       |      53 - 57      |
    |                   |                   |
    |     61 - 70       |      63 - 67      |
    |                   |                   |
    |     71 - 80       |      73 - 77      |
    |                   |                   |
    |     81 - 90       |      83 - 87      |
    |                   |                   |
    |     91 - 100      |      93 - 97      |
    |                   |                   |
    |    101 - 110      |     103 - 107     |
    |                   |                   |
    |    111 - 120      |     113 - 117     |
    |                   |                   |
    |    121 - 130      |     123 - 127     |
    |                   |                   |
    |    131 - 140      |     133 - 137     |
    |                   |                   |
    |    141 - 150      |     143 - 147     |
    |                   |                   |
    |    151 - 160      |     153 - 157     |
    |                   |                   |
    |    161 - 170      |     163 - 167     |
    |                   |                   |
    |    171 - 180      |     173 - 177     |
    |                   |                   |
    |    181 - 190      |     183 - 187     |
    |                   |                   |
    |    191 - 200      |     193 - 197     |
    |                   |                   |
    |    201 - 210      |     203 - 207     |
    |                   |                   |
    |    211 - 219      |     213 - 217     |
    |                   |                   |
    |       220         |     228 - 232     |
    |                   |                   |
    =========================================
    X
    Last edited by XtremTech; Jan 6th, 2011 at 13:59:20.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  13. #373
    205 Kyr technicians have at least twice the health as the same level scouts, and their defenses are such that my 203 shade with 1.7k NR misses a lot, and they are unperkable. This is in the plant the bomb mission. They also nuke for about 3.5k, which is about 50% of said shade's health.
    Last edited by Berinda; Jan 10th, 2011 at 03:23:14.
    Quote Originally Posted by kesh View Post
    I heard black troxes have a huge nothing.
    Berinda: Assault rifle

    Wenona: SMG

  14. #374
    Didn't read all, but I often get stuck in geometry when doing 'a contigent spy' if I jump around near doors.

  15. #375
    I'm failing a Contingent Spy mission way too much. I'm an Atrox Soldier level 148. I have a Good Place To Hide nano running, sit down, activate box, and wait for the dialogue to open up. About half way through the dialogue, that witch of a surgeon decides to open fire. Wtf? I'm in the box, not moving, why are you attacking me this time, but not last time?

    I usually just delete Contingent Spy missions when I get them, unless I'm on my low level. I hate random chances of completing missions.
    Last edited by Cepacia; Jan 10th, 2011 at 03:13:55.

  16. #376
    Quote Originally Posted by Cepacia View Post
    I'm failing a Contingent Spy mission way too much. I'm an Atrox Soldier level 148...
    A ways back when my org/alliance was doing bio-domes we found people with reflects drew the attention of the turrets even though they didn't attack them or use AoE attacks. Once they came back without reflects there were no problems. So maybe if you cancel your reflects first it'll work out.

  17. #377
    AI Daily: Spaced Out.

    If you talk with the girl that is stand up and give her the item do get out the ship, both NPCs runs to exit and everything is happy.

    But if you give it to the man sitting on the floor, he will stay sit and inside the ship \o/

    Not annoying, not game-breaking, BUT i think its a bug.
    Lainbr - 220/30/70 Meta-Physicist Nanomage - E / Spirals - 220/30/70 Enforcer Solitus - E / Kokusho - 201/22/55 Fixer Nanomage - Equip Soon ;o
    Traderbr - 180/0/0 Trader Nanomage - / Kaoru - 60/0/0 Meta-Physicist Nanomage - totw semitwink
    Proud veteran of Spartans

    To devs: You failed redesigning MPs as NTs with pets. I want my debuffer back.
    Dreamer: Basically - I wish THIS much effort was put in to ALL profs rebalance docs.

    Kintaii: Genele is more hardcore than you, your guildmates, and anyone else you've ever played with
    Anarrina: Trust me, I'm not that scary in real life.

  18. #378
    Quote Originally Posted by lainbr View Post
    AI Daily: Spaced Out.

    If you talk with the girl that is stand up and give her the item do get out the ship, both NPCs runs to exit and everything is happy.

    But if you give it to the man sitting on the floor, he will stay sit and inside the ship \o/

    Not annoying, not game-breaking, BUT i think its a bug.
    If you read what he responds with it's something like "thanks but I don't deserve to get out." So I think he's staying out of guilt when you give it to him. Although they had him jump up and go as a sort of joke when you give it to the woman since he says how he's hurt and can't move or the like when you talk to him.

  19. #379
    Technicians still chain nuke in spaced out :

    Your damage shield hit Kyr'Ozch Hive Warden for 10 points of damage.
    You were attacked with nanobots from Kyr'Ozch Hive Warden for 2634 points of chemical damage.
    Kyr'Ozch Hive Warden forces your NCU to run Nearly Flawless Viralbot Cloud...
    Your damage shield hit Kyr'Ozch Hive Technician for 10 points of damage.
    You were attacked with nanobots from Kyr'Ozch Hive Technician for 4388 points of cold damage.
    Kyr'Ozch Hive Technician forces your NCU to run Viral Fury...

  20. #380
    When cancelling Bio Cocoon you still get the message that "You cant have bio cocoon running" while capping in BS.

    Is that right? I mean, if I cancel, its no longer running... am I the delerious one?
    Niles73 220/30/70/s/p/(-and (preLE/Alba/DB)Guide) - Trox way => can't make life? Take life!
    Phoeniles 200/30/60 - reborn ranged opi adv!
    Nilose 220/30/68 /s - plays for team alt gear farm
    Nilbit 220/30/70 /s - parked gimptast
    Nilo 220/27/68 /solo pvm/pvp - parked DD

    Duke Nukem Forever is out.. now what?

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